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dc.rights.licenseIn Copyrighten_US
dc.creatorStalnaker, Trevor Wayne
dc.date.accessioned2020-05-10T17:20:42Z
dc.date.available2020-05-10T17:20:42Z
dc.date.created2020
dc.identifierWLURG38_Stalnaker_CSCI_2020
dc.identifier.urihttp://hdl.handle.net/11021/34738
dc.descriptionThesis; [FULL-TEXT FREELY AVAILABLE ONLINE]en_US
dc.descriptionTrevor Wayne Stalnaker is a member of the Class of 2020 of Washington and Lee University.en_US
dc.description.abstractVideo game maps can become dull with repeated play-throughs and handcrafting a variety of maps can be a tedious and time consuming process. This is especially true for games of the Metroidvania genre, games which focus on exploration. If there was a way to adequately automate the creation of levels, then in theory, the games would have enhanced replay value. Previous researchers have used artificial intelligence and genetic programming techniques to engineer new mappings. But, is it possible to procedurally generate levels using graph theory and without using training examples or simply placing pre-built assets? In this paper we propose a system to model Metroidvania maps as directional graph structures. The system uses an algorithm that crafts graphs meeting all of the constraints necessary for level generation. These generated graphs are verified as winnable with the keys assigned to appropriate nodes. Once the graph has been created and validated it is rendered into a 2-D level using pygame. During the rendering process, the game demo constructs the walls and platforms essential to the game. We were able to procedurally generate Metroidvania levels of varying sizes and gating techniques using this sequence of steps.en_US
dc.description.statementofresponsibilityTrevor Stalnaker
dc.format.extent73 pagesen_US
dc.language.isoen_USen_US
dc.rightsThis material is made available for use in research, teaching, and private study, pursuant to U.S. Copyright law. The user assumes full responsibility for any use of the materials, including but not limited to, infringement of copyright and publication rights of reproduced materials. Any materials used should be fully credited with the source.en_US
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/en_US
dc.subject.otherWashington and Lee University -- Honors in Computer Scienceen_US
dc.titleProcedural Generation of Metroidvania Style Levels (thesis)en_US
dc.typeTexten_US
dcterms.isPartOfRG38 - Student Papers
dc.rights.holderStalnaker, Trevor Wayne
dc.subject.fastGraph theoryen_US
dc.subject.fastComputer games -- Programmingen_US
dc.subject.fastComputer games -- Designen_US
local.departmentComputer Scienceen_US
local.scholarshiptypeHonors Thesisen_US


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